Anthem: How BioWare and EA Burned One of Gaming's Greatest Studios to the Ground
Anthem was not just a bad game. It was the visible symptom of EA systematically destroying the studio that made Mass Effect and Dragon Age. The full story is worse than you think.

Think about what BioWare used to be. Not abstractly, specifically. Baldur's Gate. Neverwinter Nights. Knights of the Old Republic. Jade Empire. Mass Effect. Dragon Age: Origins. One studio. One group of people with a specific talent for story-driven RPGs that players still replay, quote, and argue about twenty years on.
EA acquired them in 2007. By 2019, that studio had spent six years building Anthem.
Anthem scored 59 on Metacritic. It was abandoned eighteen months after launch when a revival attempt was quietly shelved. The studio that made some of the most beloved games in the medium's history had spent six years building a live service looter shooter that nobody asked for, that almost nobody played, and that reportedly made the people making it miserable. That does not happen by accident.
What the Investigation Found
In April 2019, two months after Anthem launched, Jason Schreier at Kotaku published an investigation based on interviews with approximately fifteen current and former BioWare employees. It remains one of the most important pieces of games journalism produced in recent years because it documents, in specific and verifiable detail, the mechanism by which a functional creative organisation is destroyed by sustained incompatible pressure.
The key findings: Development had been effectively restarted eighteen months before launch. In early 2017, with a publicly committed release window of early 2019, the team had no locked design for what the game actually was. The version that shipped was built in under two years on foundations that were nowhere near stable.
BioWare's internal creative process, described internally as "BioWare magic," relied on key figures making sweeping late-stage decisions to pull projects together. This had worked for Dragon Age: Origins and Mass Effect 2 in environments where the process had flexibility to accommodate it. Applied to a live service action game on an engine incompatible with RPG development, with an external deadline that could not move, it produced chaos rather than magic.
Crunch was severe enough that multiple employees sought mental health treatment. Some left the industry entirely. Leadership changed multiple times during development, each change destroying institutional memory and continuity that had accumulated over months. The human cost was real and it fell entirely on people who had no part in making the decisions that created it.
The investigation also documented what the investigation described as a culture of normalised overwork and a widespread belief within the studio that the project was in trouble far earlier than leadership was willing to acknowledge. People knew. They said so internally. Nothing changed.
The Frostbite Problem
EA mandated Frostbite, DICE's Battlefield engine, across its major studios. Frostbite is an exceptional engine for what it was designed to do: first-person shooters with large outdoor environments and ballistics physics. It was not designed for third-person cameras, inventory systems, dialogue trees, or cutscene tools, and it did not natively support any of them.
Every feature BioWare needed for their kind of game had to be built from scratch on top of a foundation designed for an entirely different kind of game. Dragon Age: Inquisition was their first Frostbite project. The development was described by staff as genuinely painful. Anthem was their second. The same engineering work had to be partially redone because the solutions developed for Inquisition were not fully transferable. Two games in, BioWare was still not building on stable Frostbite foundations.
I find this important because the mandate was never adequately resourced. The engine consolidation that was supposed to reduce costs across EA's portfolio cost individual studios years of developer time on every project. The Dragon Age series peaked with Origins in 2009, made on BioWare's own Eclipse engine. Every entry since has been on Frostbite. The games have gotten progressively less coherent. The correlation is not proof but it is not nothing.
EA mandated a shooter engine for an RPG studio and then expressed confusion about why the RPGs got worse. That is institutional self-sabotage, and I think calling it anything softer than that is inaccurate. The people who issued the Frostbite mandate across all studios were not ignorant of the incompatibility problem. The reports from Dragon Age: Inquisition's troubled development had been documented. They proceeded anyway because the long-term efficiency gains from engine consolidation were real and the human cost landed on developers rather than on the people making the financial case.
What the Game Was Supposed to Be
Anthem began as a project called Dylan, a third-person action RPG where players controlled individual heroes in a shared world. The vision was closer to a BioWare-style narrative game adapted for multiplayer: world history, characters with arcs, choices that accumulated meaning over time.
Then Destiny launched in 2014 and became a commercial phenomenon. EA's response was to redirect Dylan toward the Destiny model: looter shooter, live service, seasonal content, cosmetic monetisation. The game BioWare had been building was not the game EA wanted to ship in 2019.
So developers who had signed up to make one kind of game spent years trying to execute a fundamentally different kind of game, on an engine incompatible with either version of the concept, with changing leadership and a public deadline that could not be extended. That the game shipped at all is remarkable given the conditions. That what shipped scored 59 is not remotely surprising.
The Destiny comparison also reveals something specific about EA's strategic judgment in this period. By the time Anthem launched in February 2019, the live service looter shooter market had already been substantially disrupted by Fortnite, which had shifted player expectations around price point and content delivery in ways that made Anthem's monetisation model look dated before the game was even released. EA was chasing a market that had moved while they were five years into development.
The Cost
After Anthem, BioWare spent years producing Dragon Age: The Veilguard, released in late 2024 to mixed reviews. Technically competent, high production values, not Dragon Age: Origins by a considerable distance.
I think this matters because Origins had you make genuinely awful choices with permanent consequences for the world. Companions could die permanently. Factions could be destroyed. The game was willing to be morally uncomfortable in service of its story. The Veilguard is not willing to be any of those things. The choices are softer, the consequences smaller, the writing calibrated to avoid anything that might generate negative audience response.
I do not think this is individual writing failure. I think it is the accumulated consequence of an organisation trained over fifteen years to reduce risk, make things that test well in focus groups, and remove anything that might alienate a segment of the audience. The people who made Origins were willing to make uncomfortable games. The institution now is not. The mandate history is why.
BioWare still exists and still has the name. Whether the thing that made BioWare worth caring about is still present is a question recent work has answered, and not optimistically. And for fuck's sake, it did not have to go this way. The talent was real. The decisions imposed from above were wrong.
What BioWare Actually Lost
Mass Effect 2 is worth spending a moment on here because it is the clearest illustration of what the studio was capable of at its peak.
Mass Effect 2 came out in 2010. I have played it three times and I remember the specific beats of each companion's loyalty mission the way you remember formative experiences. Garrus Vakarian's personal mission on Omega. Tali's court martial. Legion's first conversation about what it means for a Geth to have a soul. These are not clever moments in a video game. They are genuinely affecting pieces of writing that work because the systemic structure of the game, the character development mechanics, the choice architecture, all conspires to make you genuinely care about the outcome before the writing itself takes over.
That quality, the quality of making you care about fictional people with enough craft that their problems feel real, is specific and difficult and not widely replicated. BioWare had it. It is documented across three Mass Effect games, two Dragon Age games, Knights of the Old Republic, and Jade Empire. You can trace the lineage clearly across twenty years of consistent creative output.
What Anthem demonstrates is what happens when you take the people who have that skill and put them in conditions designed to prevent it from functioning. Anthem has no companions worth caring about. It has no choices with weight. It has loot and missions and a story that nobody remembers. Not because the people who made it forgot how to write, but because they were building a Destiny competitor on a shooter engine with a development process that was effectively restarting itself every few months.
The tragedy of Anthem is not that it was bad. Plenty of games are bad. The tragedy is that it consumed six years of talent from the studio that made Mass Effect 2, producing nothing of lasting value, and substantially degraded the institutional capacity that made those earlier games possible. Some of that capacity can be rebuilt. Some of it left when the people who held it left, and they are not coming back.
The EA Pattern
| Studio | Made | Outcome |
|---|---|---|
| Bullfrog | Dungeon Keeper, Theme Park | Dissolved by 2004 |
| Westwood | Command & Conquer | Closed 2003 |
| Origin Systems | Ultima, Wing Commander | Closed 2004 |
| Pandemic | Mercenaries | Closed 2009 |
| Maxis | SimCity, The Sims | Studio closed 2015 |
| Visceral | Dead Space | Closed 2017 |
| BioWare | Mass Effect, Dragon Age | Still open, fundamentally changed |
Anthem is documented in more detail than most entries in this list because of the Kotaku investigation. That specificity makes it the clearest single illustration of the mechanism. Understanding Anthem properly means understanding that BioWare did not fail Anthem. The conditions created for BioWare made Anthem's failure almost certain before development began in earnest. The investigation made that legible. The lesson the industry needed to learn from it has not visibly been learned.
Anthem is available via the EA App. If you want to understand what BioWare was, play Mass Effect Legendary Edition instead. $59.99. Three games, all exceptional, all made before the Frostbite mandate arrived.
The Frostbite mandate is the most documented case of technical infrastructure choice destroying creative output in the modern games industry. It has its own extensive paper trail in post-mortems, reporting, and developer interviews. What makes it particularly instructive is that the problem was identified early, communicated clearly, and not acted on until the damage was already done.
The people who made Anthem's combat system, which is genuinely excellent in isolation, are not responsible for what surrounded it. The people who spent years building the world did the work correctly given the constraints they were under. The problem was not at the developer level. It was at the organisational level, in the decision to impose Frostbite across a studio that had built its identity and expertise on a completely different technical foundation.
BioWare's talent did not disappear when Anthem shipped. It was applied to the wrong problem, under the wrong constraints, without adequate tools for the task it had been assigned. That is a failure of management and a failure of publisher oversight. It is not a failure of the people who made it.
Mass Effect Legendary Edition exists. Baldur's Gate 3 exists, made by a studio that understands what CRPGs require and built its tools accordingly. The genre BioWare defined is not dead. It is in better hands than it has been in years. That is the actual story worth following.
Buy Mass Effect Legendary Edition on Steam